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jd40 last won the day on October 15 2020

jd40 had the most liked content!

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  1. Broke my first print trying to take the support off - printed horizontally Nothing I have would quite fit under the translucent plastic cover so yeah I gotta figure something out. Do you use the plastic cover btw? Seems to block the airflow a bit. I wonder if it's possible to turn off the index usb via software, sure would be nice if it turned on only when you put the headset on. Thanks for the model!
  2. Never really had a big issue with the heat but I had the printer so I thought I might as well try it! The noctua fan I got even came with some 3M scotchloks so no soldering required. I had the other parts lying around and took apart an old USB cable. The fit for the cable was quite tight and I used the smallest cable I had. I took the plastic casing off and everything. Maybe consider getting the socket @leplubodeslapin recomends on thingverse. Some of my findings: Needs a switch, shouldn't have printed the switchless version (usb doesn't depower when index goes to sleep) Printed vertically on a raft, looks better and easy removal of support. Also ~2hr shorter print! Feels good to wear, don't feel the heat radiating from the screens anymore. Should be great for long sessions of alyx, might replay it now. The front sponge still gets wet after some beatsaber but I don't think even another fan would help with that. The fan I got is audible but not as bad as the basestations.
  3. I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is . You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  4. Hi all! I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately . The map is set in snowed in castle connecting two sides of a river. Layout: More screenshots: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084 Credits: Additional LD - @Quotingmc Deer head props - @Quadratic
  5. Thanks a lot for this awesome guide guys! Just wanted to add something, if you get this to work, you'll probably get strange lighting results. That's because vrad recently started doing something with lighting origins. When props are combined, the center of the newly combined prop will be used as the lighting origin. This can sometimes be inside brushes etc. You can fix this by adding -StaticPropLightingOld to vrad's params.
  6. Ohh yeah the one where you have to climb on some crates in a dark corner that don't even look like you should be able to get on. That one took me a while too lol. I was climbing all over the place but only looked up once I heard the inflating explody thing. I suspect the physics feel sticky because they tried to limit you from picking up too much weight? Could be done better for sure. First time I tried moving a ragdoll I thought it was stuck in the floor or something.
  7. Good point. I made the sun more orange initially to try and bring some more color to the map because our textures were a bit washed out. Jakuza ended up just recoloring all of the textures. The lighting can now go back to the first, more accurate style for sure.
  8. We are very much looking into giving it a "color pass" adding some colorful details on the pillars and walls.
  9. Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
  10. Layout update: Shrinked the map to a more reasonable size. Moved A split closer to the bombsite entrances. Second B entry is now only connected to mid. Added more cover to both bombsites. Added a back path for CTs to bombsite B. Blocked some sightlines around T spawn. Here's a comparison showing the changes, radars by @Terri's auto radar!
  11. My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  12. Those are nothing special really, I just made a flat grid of 512x512 displacements and painted some geometry on Z axis.
  13. Update: No longer working on this map as of september. I may continue working on it some time after the contest. My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
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